990 resultados para Computer Science
Resumo:
L'objectiu d'aquest projecte s millorar la situaci actual del servei tcnic de reparaci i manteniment d'equipament mdic de l'Hospital Verge de la Cinta i dels centres d'atenci primria de Tortosa i crear unes interfcies clares, ordenades, fcils i intutives per als usuaris, ja siguin els clients o els propis empleats, i que serviran de pont de comunicaci amb el servidor central de l'organitzaci on estar tota la seva informaci. Per crear les interfcies s'utilitzar la metodologia del disseny centrat en l'usuari (DCU) i, a travs d'un prototip, s'avaluaran les tasques que han de realitzar els usuaris (clients i empleats).
Resumo:
El proyecto realizado es un localizador grfico de direcciones IP.
Resumo:
Aquest projecte pretn mostrar l'estudi previ realitzat per crear una pgina web dedicada a la canalitzaci de l'oferta i la demanda d'esdeveniments.
Resumo:
Desarrollo de un juego educativo que presenta elementos en pantalla que el usuario deber reconocer y clasificar correctamente segn los materiales con qu est hecho para su reciclaje.
Resumo:
The proposed transdisciplinary field of complexics would bring together allcontemporary efforts in any specific disciplines or by any researchersspecifically devoted to constructing tools, procedures, models and conceptsintended for transversal application that are aimed at understanding andexplaining the most interwoven and dynamic phenomena of reality. Our aimneeds to be, as Morin says, not to reduce complexity to simplicity, [but] totranslate complexity into theory.New tools for the conception, apprehension and treatment of the data ofexperience will need to be devised to complement existing ones and toenable us to make headway toward practices that better fit complexictheories. New mathematical and computational contributions have alreadycontinued to grow in number, thanks primarily to scholars in statisticalphysics and computer science, who are now taking an interest in social andeconomic phenomena.Certainly, these methodological innovations put into question and againmake us take note of the excessive separation between the training receivedby researchers in the sciences and in the arts. Closer collaborationbetween these two subsets would, in all likelihood, be much moreenergising and creative than their current mutual distance. Humancomplexics must be seen as multi-methodological, insofar as necessarycombining quantitative-computation methodologies and more qualitativemethodologies aimed at understanding the mental and emotional world ofpeople.In the final analysis, however, models always have a narrative runningbehind them that reflects the attempts of a human being to understand theworld, and models are always interpreted on that basis.
Resumo:
The proposed transdisciplinary field of complexics would bring together allcontemporary efforts in any specific disciplines or by any researchersspecifically devoted to constructing tools, procedures, models and conceptsintended for transversal application that are aimed at understanding andexplaining the most interwoven and dynamic phenomena of reality. Our aimneeds to be, as Morin says, not to reduce complexity to simplicity, [but] totranslate complexity into theory.New tools for the conception, apprehension and treatment of the data ofexperience will need to be devised to complement existing ones and toenable us to make headway toward practices that better fit complexictheories. New mathematical and computational contributions have alreadycontinued to grow in number, thanks primarily to scholars in statisticalphysics and computer science, who are now taking an interest in social andeconomic phenomena.Certainly, these methodological innovations put into question and againmake us take note of the excessive separation between the training receivedby researchers in the sciences and in the arts. Closer collaborationbetween these two subsets would, in all likelihood, be much moreenergising and creative than their current mutual distance. Humancomplexics must be seen as multi-methodological, insofar as necessarycombining quantitative-computation methodologies and more qualitativemethodologies aimed at understanding the mental and emotional world ofpeople.In the final analysis, however, models always have a narrative runningbehind them that reflects the attempts of a human being to understand theworld, and models are always interpreted on that basis.
Resumo:
This thesis is an experimental study regarding the identification and discrimination of vowels, studied using synthetic stimuli. The acoustic attributes of synthetic stimuli vary, which raises the question of how different spectral attributes are linked to the behaviour of the subjects. The spectral attributes used are formants and spectral moments (centre of gravity, standard deviation, skewness and kurtosis). Two types of experiments are used, related to the identification and discrimination of the stimuli, respectively. The discrimination is studied by using both the attentive procedures that require a response from the subject, and the preattentive procedures that require no response. Together, the studies offer information about the identification and discrimination of synthetic vowels in 15 different languages. Furthermore, this thesis discusses the role of various spectral attributes in the speech perception processes. The thesis is divided into three studies. The first is based only on attentive methods, whereas the other two concentrate on the relationship between identification and discrimination experiments. The neurophysiological methods (EEG recordings) reveal the role of attention in processing, and are used in discrimination experiments, while the results reveal differences in perceptual processes based on the language, attention and experimental procedure.
Resumo:
Els jocs sn una de les indstries de software ms gran del mn de la informtica. Des dels primers jocs en blanc i negre que simulaven raquetes i una pilota, fins avui en dia, en que el desenvolupament dun joc porta darrere un equip de professionals tant o ms gran que el major dels projectes informtics del mn de les indstries, els jocs han evolucionat ms que la majoria de programes. La possibilitat delaborar un joc s, a part duna proposta temptadora (ja que difereix enormement de qualsevol prctica feta durant la carrera), un repte de caire personal per alg que sempre ha estat en contacte amb videojocs i que, desprs dadquirir una srie de coneixements indispensables, sha proposat dintentar desenvolupar-ne un des de larrel. Lobjectiu daquest treball s doncs aix, aprendre com neix un joc partint de res, i veure totes les complicacions que sorgeixen a lhora de desenvolupar-lo. Els resultats delt projecte mostren generosament el gran nombre de problemes que sorgeixen en un procs com aquest, per com a conclusions importants cal destacar la satisfacci envers els resultats obtinguts, aix com els coneixements que shan guanyat mitjanant el desenvolupament del programa.
Resumo:
En els ltims anys el sector de la construcci ha experimentat un creixement exponencial. Aquest creixement ha repercutit sobre molts aspectes: des de la necessitat de tenir ms personal a les obres, la implantaci dunes oficines per a poder gestionar la compatibilitat i portar un control sobre les obres fins a la necessitat dhaver de disposar de programes informtics especfics que ajudin a realitzar la feina de la manera ms cmode i gil possible. El projecte que sha dut a terme consisteix a cobrir una daquestes necessitats, que s la de la gesti dels pressupostos en les diferents obres que els constructors realitzen. Utilitza la base de dades de lITEC (institut de Tecnologia de la Construcci de Catalunya) sobre la qual treballen la immensa majoria dels arquitectes quan dissenyen les obres, per tamb permet entrar les prpies dades que el constructor vulgui. Lusuari de laplicaci podr fer pressupostos per obres de nova construcci, reformes ... agrupant cada una delles per captols. Aquests captols els podem entendre com les diferents fases a dur a terme, per exemple: la construcci dels fonaments, laixecament de les parets o fer la teulada. Dins dels captols hi trobem les partides, que s un conjunt de materials i hores de feina i maquinria per a dur a terme una part de lobra, com per exemple seria fer un env de separaci entre habitacions. En aquest cas hi tindrem els diferents materials que necessitarem, totxanes, morter; les hores de manobre necessries per aixecar-la, el transport de tot el material fins a lobra... Tots aquests parmetres (materials, hores, transport...) sanomenen articles i van inclosos a dins de les partides. Aquesta aplicaci est dissenyada per funcionar en un entorn client/servidor, utilitzant com a servidor un Linux OpenSuse 10.2 i com a clients estacions de treball amb Windows XP, tot i que tamb podrem utilitzar daltres versions dels sistemes operatius de Microsoft. Lentorn de desenvolupament utilitzat s el del llenguatge FDS , el qual ja porta integrat un gestor de fitxers que s el que es far servir.
Resumo:
El software lliure est tenint ltimament un pes cada cop ms important en les empreses, per encara s el gran desconegut per a molta gent. Des de la seva creaci als anys 80 fins ara, hi ha hagut un creixement exponencial de software lliure de gran qualitat, oferint eines per a tot tipus de necessitats, eines ofimtiques, gestors de correu, sistemes de fitxer, sistemes operatius. Tot aquest moviment no ha passat desapercebut per a molts usuaris i empreses, que shan aprofitat dell per cobrir les seves necessitats. Pel que fa a les empreses, cada cop nhi ha ms que en petita o gran mesura, utilitzen el software lliure, ja sigui per el seu menor cost dadquisici, o b per la seva gran fiabilitat o per que s fcilment adaptable o per no establir cap lligam tecnolgic, en definitiva per tenir ms llibertat. En el moment de la creaci duna nova empresa, on es parteix de zero en tota la tecnologia informtica, s el moment menys costs dimplementar larquitectura informtica amb software lliure, s quan limpacte que t sobre lempresa, usuaris i clients s menor. En les empreses que ja tenen un sistema informtic, caldr establir un pla de migraci, ja sigui total o parcial. La finalitat daquest projecte no s la de dir quin software s millor que laltre o de dir quin sha dinstallar, sin el de donar a conixer el mn del software lliure, mostrar part daquest software, fer alguna comparativa de software lliure amb software propietari, donant idees i un conjunt de solucions per a empreses, per qu una empresa pugui agafar idees dimplementaci dalgunes de les solucions informtiques exposades o seguir algun dels consells proposats. Actualment ja hi ha moltes empreses que utilitzen software lliure. Algunes noms nutilitzen una petita part en les seves installacions, ja que el fet de que una empresa funcioni al 100% amb software lliure, tot i que nhi comena ha haver, de moment ho considero una mica arriscat, per que en poc temps, aquest fet ser cada cop ms habitual.
Resumo:
The proposal to work on this final project came after several discussions held with Dr. Elzbieta Malinowski Gadja, who in 2008 published the book entitled Advanced Data Warehouse Design: From Conventional to Spatial and Temporal Applications (Data-Centric Systems and Applications). The project was carried out under the technical supervision of Dr. Malinowski and the direct beneficiary was the University of Costa Rica (UCR) where Dr. Malinowski is a professor at the Department of Computer Science and Informatics. The purpose of this project was twofold: First, to translate chapter III of said book with the intention of generating educational material for the use of the UCR and, second, to venture in the field of technical translation related to data warehouse. For the first component, the goal was to generate a final product that would eventually serve as an educational tool for the post-graduate courses of the UCR. For the second component, this project allowed me to acquire new skills and put into practice techniques that have helped me not only to perfom better in my current job as an Assistant Translator of the Inter-American BAnk (IDB), but also to use them in similar projects. The process was lenggthy and required torough research and constant communication with the author. The investigation focused on the search of terms and definitions to prepare the glossary, which was the basis to start the translation project. The translation process itself was carried out by phases, so that comments and corrections by the author could be taken into account in subsequent stages. Later, based on the glossary and the translated text, illustrations had been created in the Visio software were translated. In addition to the technical revision by the author, professor Carme Mangiron was in charge of revising the non-technical text. The result was a high-quality document that is currently used as reference and study material by the Department of Computer Science and Informatics of Costa Rica.
Resumo:
El presente trabajo consiste en la creacin de una base de datos para generar una aplicacin que permita la gestin de un regalo grupal.
Resumo:
Broadcasting systems are networks where the transmission is received by several terminals. Generally broadcast receivers are passive devices in the network, meaning that they do not interact with the transmitter. Providing a certain Quality of Service (QoS) for the receivers in heterogeneous reception environment with no feedback is not an easy task. Forward error control coding can be used for protection against transmission errors to enhance the QoS for broadcast services. For good performance in terrestrial wireless networks, diversity should be utilized. The diversity is utilized by application of interleaving together with the forward error correction codes. In this dissertation the design and analysis of forward error control and control signalling for providing QoS in wireless broadcasting systems are studied. Control signaling is used in broadcasting networks to give the receiver necessary information on how to connect to the network itself and how to receive the services that are being transmitted. Usually control signalling is considered to be transmitted through a dedicated path in the systems. Therefore, the relationship of the signaling and service data paths should be considered early in the design phase. Modeling and simulations are used in the case studies of this dissertation to study this relationship. This dissertation begins with a survey on the broadcasting environment and mechanisms for providing QoS therein. Then case studies present analysis and design of such mechanisms in real systems. The mechanisms for providing QoS considering signaling and service data paths and their relationship at the DVB-H link layer are analyzed as the first case study. In particular the performance of different service data decoding mechanisms and optimal signaling transmission parameter selection are presented. The second case study investigates the design of signaling and service data paths for the more modern DVB-T2 physical layer. Furthermore, by comparing the performances of the signaling and service data paths by simulations, configuration guidelines for the DVB-T2 physical layer signaling are given. The presented guidelines can prove useful when configuring DVB-T2 transmission networks. Finally, recommendations for the design of data and signalling paths are given based on findings from the case studies. The requirements for the signaling design should be derived from the requirements for the main services. Generally, these requirements for signaling should be more demanding as the signaling is the enabler for service reception.
Resumo:
The skill of programming is a key asset for every computer science student. Many studies have shown that this is a hard skill to learn and the outcomes of programming courses have often been substandard. Thus, a range of methods and tools have been developed to assist students learning processes. One of the biggest fields in computer science education is the use of visualizations as a learning aid and many visualization based tools have been developed to aid the learning process during last few decades. Studies conducted in this thesis focus on two different visualizationbased tools TRAKLA2 and ViLLE. This thesis includes results from multiple empirical studies about what kind of effects the introduction and usage of these tools have on students opinions and performance, and what kind of implications there are from a teachers point of view. The results from studies in this thesis show that students preferred to do web-based exercises, and felt that those exercises contributed to their learning. The usage of the tool motivated students to work harder during their course, which was shown in overall course performance and drop-out statistics. We have also shown that visualization-based tools can be used to enhance the learning process, and one of the key factors is the higher and active level of engagement (see. Engagement Taxonomy by Naps et al., 2002). The automatic grading accompanied with immediate feedback helps students to overcome obstacles during the learning process, and to grasp the key element in the learning task. These kinds of tools can help us to cope with the fact that many programming courses are overcrowded with limited teaching resources. These tools allows us to tackle this problem by utilizing automatic assessment in exercises that are most suitable to be done in the web (like tracing and simulation) since its supports students independent learning regardless of time and place. In summary, we can use our courses resources more efficiently to increase the quality of the learning experience of the students and the teaching experience of the teacher, and even increase performance of the students. There are also methodological results from this thesis which contribute to developing insight into the conduct of empirical evaluations of new tools or techniques. When we evaluate a new tool, especially one accompanied with visualization, we need to give a proper introduction to it and to the graphical notation used by tool. The standard procedure should also include capturing the screen with audio to confirm that the participants of the experiment are doing what they are supposed to do. By taken such measures in the study of the learning impact of visualization support for learning, we can avoid drawing false conclusion from our experiments. As computer science educators, we face two important challenges. Firstly, we need to start to deliver the message in our own institution and all over the world about the new scientifically proven innovations in teaching like TRAKLA2 and ViLLE. Secondly, we have the relevant experience of conducting teaching related experiment, and thus we can support our colleagues to learn essential know-how of the research based improvement of their teaching. This change can transform academic teaching into publications and by utilizing this approach we can significantly increase the adoption of the new tools and techniques, and overall increase the knowledge of best-practices. In future, we need to combine our forces and tackle these universal and common problems together by creating multi-national and multiinstitutional research projects. We need to create a community and a platform in which we can share these best practices and at the same time conduct multi-national research projects easily.